Myth Weavers is pleased to announce the Dungeons & Dragons Create a Villain Contest! Members may create a villain using any edition of the Dungeons & Dragons rules, and the final entries will be voted on by the community.

First place wins a new copy of the Dungeons & Dragons 5th Edition Players Handbook!

The contest runs from July 1 to July 31, and voting will then run from August 1 through August 7. The winner will be announced on August 8 and contacted via PM. Contest details and directions may be found HERE!

The upgrade was a success! Please let me know in Site Discussion if anything has gone awry!

Applications

This thread is for character applications. Applications should consist of:

(1) Name
(2) Race - human or dwarf unless justified and approved. See Eisenberg for details on the starting location and environs.
(3) Class - Starting level is 1. Provide both a single-class preference and a Gestalt class preference from among the following classes: Fighter, Ranger (non-spellcasting variant), Barbarian, Rogue, Monk, Bard, Divine Bard, Sorcerer, Divine Sorcerer. See House Rules for spellcasting classes. Gestalt may be employed at the DM's discretion if the final party is small.
(4) Alignment - Any; include a one-sentence explanation of why your character is the chosen alignment. Remember that even chaotics/evils have to be team players.
(5) Attributes - Roll 6m4d6v1. If the roll is less than a 28-point buy, you may substitute a 28-point buy.
(6) Age - The party is made up of the youth of town, so you should be at or slightly below the age of majority for your race.
(7) Physical Description - Looking for creativity and depth here.
(8) Background - 2-3 paragraphs (typical) describing your family, occupation, and childhood exploits. If you would like to add secret histories that are not known to the town (or perhaps even your character, include this information in private text.
(9) Wealth - Based on your family history, propose an appropriate amount of wealth your character has access to.

Do not provide a sheet until your character is approved. Since the party may or may not be Gestalt, I don't want you to put lots of energy into a sheet that may need to be heavily modified. Providing a sheet in advance will not help your chances of acceptance.

Do not post more than once in this thread. There is an edit button; please use it.

Attributes On second thought, I'll keep the first set.
(6) Age - 16
(7) Physical Description - Jaxon is fairly tall for his age at 6'1". He is not skinny, but he is definitely not built for strength the way his father is. He has shaggy brown hair and green eyes. Jaxon is reasonably handsome and his natural grace helped him get over his teenage awkwardness much sooner than most of the other kids in town. He wears a simple tunic and leather trousers, and a good pair of boots he bought with some of his first earnings from his time at the quarry.
(8) Background - Jaxon has loved the outdoors and nature in general for as long as he can remember. He would spend most summer nights sleeping outside under the stars, listening to the sounds of the animals. His father Tam works in the quarries, and has definitely encouraged Jaxon's passion for nature. When he was 10, his father bought him his first bow, and taught him how to shoot it. Jaxon would spend hours hunting to bring home a deer or wild boar for dinner, and soon became an expert shot. He and his friends are always running around and pretending to be adventurers, but the idea has become a goal for Jaxon. He dreams of roaming the wilds, protecting nature and defending people from unnatural abominations or those who would exploit them.

(9) Wealth - 150gp. Jaxon's father works hard and makes decent money at what he does. He also lets Jaxon have some of the money when he helps his father, which Jaxon has been doing more often in order to buy adventuring gear to go out and make a name for himself.

Standing 5'11 weighting 140 pounds Roy was slim but muscular from his training in hand to hand combat. His head was shaved like some monastic orders do though he didn't belong to any of them himself. His face was long with no facial hair as he made sure to keep himself clean cut.

Almond shaped eyes with green irises were set back in his head. His nose and his lips were small in comparison to some of the others around him. Long slightly muscled arms reached down to his waist. His legs which were slightly muscled like his arms giving him a fluid gait.

Callouses rested on his hands from long hours of training as well as his feet which were covered by sandals most of the time. His skin had been tanned due to long hours in meditation. On his back is a non magical tattoo of a phoenix, a sign of his rebirth from a child to an adult seeking out his path in life.

His choice of clothing was a reflection on one of his ideas in life; material goods weigh the soul down. Thus he only wears a loose white shirt kept tied down by a sash with a matching pair of pants with a sash around his waist to give him the ability to move freely. His belongings consisted of little more than a backpack with a few essentials; a waterskin, and enough food to keep him going. He doesn't carry weapons as his mantra is that weapons can only do so much for a person. Those whom have trained to fight with their whole body will prevail.

Leo was born to a Roy Stonecutter and Shera Stonecutter. His parents are nothing more than a miner and a miner's daughter turned housewife. Leo is an only child, therefore he had quite a bit of chores to do as a child. From the tender age of three he was expected to work around the house, still it was a happy home for him. As he grew up he learned the value of hard work and the rewards it reaped. It was also during this time that he heard about monks, those whom would travel the world testing their strength physically, mentally, and spiritually. While he also heard tales of knights doing the same he grew disenchanted with those heroes that ended up expecting a reward. For a monk growth was always his most prized reward. The thought of transcending the material while becoming a hero excited him.

At the age of eight he started to train himself physically. Starting off by sparring with fence posts after chores which he took on harder chores such as chopping wood and helping with livestock. His new lifestyle brought the laughter of locals, but in his mind it was helping him to become something more. At the age of twelve he started to herd animals in exchange for food. This brought him his first conflicts with wild animals which helped him learn how to fight properly. When the flocks were somewhere safe he took the time to meditate, though he kept his ears open on the flock that he was tending.

The day of his fifteenth birthday everything changed for him. While walking he came upon an orc holding one of the local women hostage. Unfortunately she had her young child with her. The orc was threatening to kill both mother and child if a toll far greater than the pair could ever come up with. Facing the death of two innocent lives Leo knew he had no choice but to put his his training to use. He managed to charge the orc, knocking it down with a kick, allowing the mother and child to escape. When the orc was back on his feet it turned his full attention to Leo. The orc made a clumsy charge which Leo managed to step to the side before impact. One more swift kick to the gut winded the orc putting it down on it's knees. The advantage Leo gained from his attack wouldn't last long so he placed a well aimed kick on back of the orc's head, knocking him out and allowing the young hero time to escape in case that the orc wasn't alone.

From that day on he knew that he a purpose besides the mines or the fields in the little town, though he scarcely knew how he would accomplish the goal at his young age. As a commemoration of this most important trial passed he used what little money he had to get a tattoo; a phoenix to represent his passage from childhood dreams into a mature, life long quest. Not able to leave the village quite yet he still yearns to test his strength as best he can, though he's not sure how.

Wealth Being from a family of miners his parents would be poor. Maybe only having a few hundred gold coins at anyone time he wouldn't need much as he doesn't believe in material possessions.

The idea is the character has always been fascinated by the stories of great Knights saving people and generally being a Shining beacon of hope and virtue. As kid often do he fantasizes about becoming a knight himself some day. As for family Forgrin has none his mother died giving child birth ans his father died about a year back in a mining accident. Even before that Forgrin's father did his best to raise the boy, but spent a lot of his time working in the mine/quarry leaving Forgrin to his own devises.

Wealth - None to Speak of perhaps 3-4 gp to his name. (His family was poor, and he is currently an unpaid apprentice)

Name Adrian GoodmanRace HumanClass SorcererAlignment - CN/CG. Adrian is genuinely interested in others and wishes them well. In fact, he needs others; a true extrovert, Adrian is energized by being around other people. Their approbation and positive opinion are very important to him and play a critical role in his desire to grow personally. However, he typically avoids committing to deeper relationships if they could hinder his freedom, or his personal quest for the best possible life (at the lowest possible cost/effort).Attributes -

Physical Description Thin and slightly shorter than his peers, Adrian finds it difficult to stand upright. (The boy believes that this habit, as well as his shorter size, are linked to his job at the tavern and the heavy dishes and drinks he's had to carry daily). Yet Adrian is definitely handsome, with his deep, beautiful blue eyes and delicate facial features - except for a small scar under his chin he got from a tavern brawl. In spite of his usual joviality, the boy likes to wear dark clothes.

Background The son of Ras and Sascha Goodman, Adrian spent his childhood years helping his parents run the tavern, serving the customers at first and then slowly becoming a relatively popular character himself - thanks to his outgoing personality and sharp wit, and to those strange magic tricks he sometimes uses to entertain the tavern's patrons when no bard is available to perform.

While usually an extremely pleasant fellow, Adrian can be a real pain in the neck when an effort is required - especially a long one. The young man will try to use his gut feelings, charisma and humor to avoid meticulous planning or long, detailed work on an issue. Indeed, while his experience working at the tavern developed his people skills and interest in others, it also limited the development of Adrian's analytical skills. And the apparition of his inborn magical aptitude - which manifested itself shortly after his fourteenth birthday - convinced Adrian that somehow the need to work hard to achieve things did not apply to him, and encouraged a certain laziness in the boy.

Wealth Over the last few years working at the tavern, Adrian was able to put aside a few coins - his hoard currently consists of twenty-eight gold pieces, seventeen silver and his cherrished "lucky coin", a platinum piece he found one morning while cleaning the hall. The boy believes he might get a few additional coins from his mother (but he would have to think of a compelling story). Finally, Adrian has access to the tavern's cellar, and has sometimes used that priviledge in the past to borrow some food and - more importantly - drinks for the lads.

stat roll
(6) Age - 13
(7) Physical Description - Albert is both a bit short and somewhat thin even for a boy his age. His brown hair hangs just above his shoulders. It is inexpertly lopped off and uneven. His face is pale with a sprinkling of freckles across his slightly sunken cheeks. His eyes, the gray of summer storm clouds, shine with a surprising determination and intelligence. His clothes, both sets, have reached the point of seeming to be more patch than fabric.
(8) Background - Albert grew up relatively alone. His mother died of consumption while he was barely old enough to remember. His father worked the mine to support himself and his son. Albert spent a lot of that time ‘exploring’. He would climb the outside of a chimney claiming that he was the first to reach caldera of the great volcano or slosh through a stream pretending to be searching for the headwaters of some great jungle river. He gained a reputation around town for always popping up in the oddest places.
Unfortunately, his explorations all but ended a little over two years ago when his father lost both of his legs in a collapse. Since that time, Albert has had to supplement his small income as a runner for the mine (he's to small to work as an actual miner) with odd jobs cleaning, sweeping chimneys, cooking, or whatever people are willing to pay him for. He has not been helped in this endeavor by his father’s slow slide into a bottle. Albert has joined the other boys as a temporary respite from his daily drudgery and a brief return to better days exploring the town and its environs.
(9) Wealth - Albert is dirt poor. he’s most likely limited to his patched up clothing and a quarterstaff cut from a tree branch.

Attributes
Str: 9 Dex: 6 Con: 11 Int: 11 Wis: 13 Cha: 18 (This is assuming Charisma is the primary stat for a divine sorceror. If not, I would request to be able to use the 28pt buy instead.)
(6) Age - 14
(7) Physical Description - Daera is a stunning beauty, with fair skin, blond hair down to her waist (usually kept in a complicated pleat down her back), vibrant green eyes full of innocence and life, and a natural smile for anyone. These traits are quite offset by a poor sense of balance, and a remarkable lack of physical grace. Even though she is clumsy to a fault, her beauty is barely marred by the skinned knees, knuckles and elbows she aquires. Somewhat remarkably, her skin remains fair and free from any scarred reminders of her tumbles, and most sense something odd in how fast she can go from a bleeding scrape on her knees, to nigh umblemished skin within days. She has taken to wearing simple tan clothes, a soft wool cloak, and a pair of doe-skin boots.
(8) Background - Daera is the youngest daughter of Uthan and Alice Fairchild, owners and proprietors of the Eisenberg General Store. Her older siblings spend much of their time assisting her parents running the store, and though well meaning her presence in the store tends to be more of a nuisance if not a downright disaster than a help. Her mother is well known for skill and talent with needle and thread, but after multiple stabs, pricks and nicks, her mother finally accepted (with some visible disappointment) that Daera was completely unable to master even the basics of sewing. Her mind was capable of quickly understanding the finer points of needlework, but her hands were much too clumsy to do more than sew her fingers to her work. Stragely enough, Daera has shown some capability in the kitchen, and while accidents are frequent and sometimes disasterous, the meals always somehow come out good. Grateful for some redeeming feature when it comes time for her to marry, Daera's main responsibilities revolve around the family meals in the morning and evening, including the gathering of the family's chicken eggs, milking their goat, and a few other odds and ends type chores usually reserved for the household wife. As such, she is left to her own devices after her early morning chores and before she sets to making the evening meal, meaning she is one of the first children roped into whatever scheme someone comes up with. When the other children are busy working or doing their own various chores, Daera wanders through the wilder areas near town, listening to what ever the wind tells her. There is something about the quiet solitude of these trips that serves as a stark contrast to the chaos of her large family that she finds not only refreshing, but needful occationally. The smell of the wood, the chill wind, the natural colors, all make her wonder and dream about what sights and sounds one could see beyond the confines of her known world.

(9) Wealth - Since she doesn't help much around the shop, she likely has very little in coinage, however being the "baby" of the family has also likely provided her a few extra odds and ends as presents or treats.
--Done--

Name: Shard Graniteshoulders (Adopted son of Brak Graniteshoulders.)Race: Elf (Pending Mordae's approval.)Class: Fighter (Fighter/Rogue - Gesalt)Alignment: Chaotic Good. As a Dwarf-raised Elf, Shard learned early the lesson that there are no absolutes in life.

Age: 18; Shard's age is only a description of his physical size and development. As an elf, he will age far slower than most other races, and his emotional maturity has been altered due to being raised by Dwarves instead of Elves.

Standing a head taller than most Dwarves, and with shoulder-length blond hair - compared to the blacks, browns, grays, and reds of his adopted Dwarf kin - Shard stands out like a ray of light piercing through a sky filled with dark clouds. Lithe instead of squat, and nimble instead of sturdy, Shard appears very much to be what he is, a lost Elf.

When not wearing the heavy aprons and gloves of a blacksmith, Shard wears the usual Dwarven attire of woolen shirts (often with burn holes), leather breeches, and hard-soled boots. His forearms have several mis-matched burns of the forge, or errant embers from it. He often tucks one of his smith hammers into his belt, even when he is away from the anvil, and his pale, white skin is often stained with dirt, smoke, and soot. His years of toiling in his father's smithy have given him strong arms and shoulders, and because he is so naturally slender, his small muscles are tight against his skin, corded and sinewy.

Brak Graniteshoulders, younger brother of Mack Graniteshoulders, Dwarf blacksmith of Eisenberg, came home late one evening with more than firewood for his forge. Tucked into his bloodied cloak was an Elf babe, soft as the morning's dew. Brak has only spoken to one person about where he found the Elf child, and that is his brother Mack. Few have ever dared to inquire about the private affairs of the burly Graniteshoulders. Uncertain of what to call the Elf boy, his brother Mack once asked Brak what use would that skinny shard of a child be in a remote and challenging place such as Eisenberg? The name stuck, and Shard became a Graniteshoulder.

Raising the child as his own son - despite the many whispered rumblings and a few outspoken tirades - Brak kept the child fed and sheltered, until he was old enough to earn his keep like any proud Dwarf would... working the family business. Shard struggled as a youth to work the forge, fetching many, many heavy buckets of water, and hauling full sacks of iron horseshoes, pots, and nails. After work, he would come of age wrestling the other Dwarf children, and losing. It was not until he started to grow that he discovered his lanky frame gave him an advantage - a long reach - and a few well-placed punches before the Dwarves could take him to the ground earned him a grudging respect, as few Dwarves would admit that the only Elf in Eisneberg had given them a bloody nose.

Conscious of his different appearance, Shard would wear a scarf around his head to cover his ears, and lamented his inability to grow even the smallest scruff of a beard. His father Brak never treated him differently because of this, and forbade Shard from concealing his appearance once he learned of it. Brak made the decision to not speak ill of the Elves, despite their absence from the area surrounding Eisenberg, and would tell Shard simply that Dwarves and Elves live apart because Elves live above the ground and most Dwarves prefer to dwell beneath it. Brak has never spoken to Shard of why there are no other Elves in Eisenberg, and Shard took his uncle's advice to not ask more of it.

Shard knows something is missing however. He knows his father and his uncle do not tell him everything they know of the world, and what they know about the world beyond Eisenberg. Shard knows he is different, and not just because he is an Elf. Finally, Shard wonders why his elders never venture out of Eisenberg to sell their wares, and instead wait for merchants to come to them. He wonders this, just as he wonders why his father keeps a cloak hidden away on the back of his hanging rack. An old cloak that he never wears, and is stained with blood...

Wealth: Shard peddles his own wares when the Graniteshoulders go to market, sometimes earning a small purse for his efforts. As well, he has started to accept his own commissions (only when his father's work is completed), and keeps a small wooden box hidden in his room, filled with a handful of silver and copper pieces. If he is lucky, he can sometimes find a gold or two when he sifts through it...

Hmm, more points than what I'd get with a 28 point buy, but a nasty looking seven in something. I'll take it. 16,17,15,13,14,7. In that order.

(6) Age - 17
(7) Physical Description - Darrel stands six foot tall, with a wiry build, he appears to be all head, hands and feet. Black skin and curly dark hair he keeps close cropped. He wears a straw hat to keep the sun off. His other clothes are much the same; Practical and cheap. A faded green undershirt goes beneath a brown jerkin, and a similarly colored pair of trousers. Naturally, they're covered in the sweat, grime and filth of ranch life. On his feet are a large pair of boots, in which he somehow manages to step softly.
(8) Background- Darrel is a classic loner, both by choice and by upbringing. His father owned a relatively isolated ranch,so as a child Darrel played more with the ranch hands then other children. He often tagged along as the hands went to check on the cattle, and before long Darrel was doing the job himself. In his spare time (and chore time) he would sneak off into the woods on the edge of his father's property, exploring the secret places and animal dens therein. Surprisingly perhaps, he neither fell to his death nor was eaten.

Naturally, tales of the time he walked up to the Dire Bear and petted it did non endear him to the other townspeople, and he acquired the detachment and distaste for his fellow man that only a lonely teenager can. He did have some friends of the human persuasion, who were willing to humor his stories and absences. So when they asked him to check out a cave,
(9) Wealth - Probably about 200 GP. Nils Wardemann is well-to-to, but a bit of a skinflint

- Fairly Tall and athletic, he has pale skin and soft features. He has Dark, dirty blonde hair. His hands and clothes are always rough from wear. He is usually not wearing shoes, both out of prefrence and of lack of money. He is always out in the woods, and it shows. He always wears a dirty old cloak, given to him by his father, along with this, he owns a Longsword, given to him by his father. Those two Items combined with the Leather cord with a small wooden symbol given to him by his mother are the only two things he holds with any value.

Vincent's father, Shawn Bardare, at the age of 18 married Laura White. Shawn had ignored the towns urges to put it off until he had a job, but the ambitious man heeded no warnings. Half of the year they spent together, Full of love for each other. But With no home to call their own and Shawn to proud to ask for help, they went to the woods. Shawn, with his own hands built a small hovel which they would call home.

Shawn's father had been an adventerer before settling down, and Shawn loved traveling too, but he loved Laura more and so didn't leave the town for her sake. He always wore the finely crafted rapier of his father by his side, though he was no warrior and so rarely used it. Even as, on a hunting trip, wolves decended on him, he had not the time to draw it.

Before Shawn had died, he had worked as a hunter, bringing in Hides, furs and the like to the villagers and selling them for the profit he needed. This let him build a relationship with the other villagers. So when he died, the villagers gave him a funeral. His rapier and cloak were passed down to his son.

Vincent was ten years old the day Laura died, He was taken in by a dwarf named Duran. Duran was a farmer, somewhat uncommon among dwarves, and so Vincent always had chores. He spent four years at Duran's home before striking out on his own. He went back to that hovel, amazed it was still standing, and called it his home. He took his father's job, hunting for furs and hides, but his buissiness was never that good. On his bi-weekly trips to the market he would talk about with others.

Vincent met his first friends in the entrance to a cave. A group of other youths had come to 'adventure' and they invited him along. He didn't hesitate to agree. He felt as if he deserved some friends, having 16 terrible years behind him.

(9) Wealth - Poor

Also, I wanted to take the Ancestral Relic Feat at 3rd Level, May I say that my Rapier is Masterwork?